I tried part II on 1.8 alpha 2, and I welcome the lowered prices for Part 2 ships! Now an Eridan costs about 3000 RU instead of 5000, a Swift costs 5500 RU and an Explorer costs less than 2000 RU. I can spend less time pearl poaching, but Tor Quan ships still don't accumulate growth points at all, so the Mechanist line remains the strongest, least glitchy option for now.

not complaining,
but ..
I just ran into a Horde of outlaw Miners w/ escorts surrounding an outlaw miner base .....there must have been 20 + Hammerhead escorts && more were on the way.
While it made a nice surprise ( for me ) , it shouldn't happen.

THIS kind of Spamming of ships is exactly why I set My Miners not to come if there are already outlaws w/in 50ls

B) code doesn't differentiate betwixt outlaw Miner or other ships making the find of Ore.

** I also made a Commonwealth Miner ship, called it "&scSculptor; "
so I can have mining ships in the system for traffic / etc without messing up the calls
simply because all Borers, except the Captured Borer are OutlawMiners by Attribute.

Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..

I never mine anymore because it's boring, so I'm not sure how balanced these mechanics are. But this seems to make sense. I don't think you need a new ship class though. What if you change "B:outlawMiners;" to "J:&svOutlawMiners;" to check their sovereign rather than ship attributes?

There were at least two undocumented features (not mentioned in the API spec) added in the 1.8 alphas. Firstly, the "healer" points that biotech ships use are hardcoded into the engine. Secondly, interior compartments can now be made into external "sections" that move with the ship. For reference on Sections, here are eight Twitch clips.

I never mine anymore because it's boring, so I'm not sure how balanced these mechanics are. But this seems to make sense. I don't think you need a new ship class though. What if you change "B:outlawMiners;" to "J:&svOutlawMiners;" to check their sovereign rather than ship attributes?

yes, but where is the fun in not making another ship for the Commonwealth?

the thing was, at the time, not to rid the universe of outlaws but to slow them down from spamming the system ( which, as I posted, does not depend on the Player actually mining to set it off .. )

the outlaw miners obviously were put up to make mining more of a challenge ( as if the new Ore / mining codes don't already kill mining as it is )

Yes, it is boring..but relaxing - or at least it used to be. the new squish on ore deposits makes it frustrating
( the outlaws are really just added loot to farm, which is yet another reason to limit them )

Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..

2 more tiny items :
===========
after donating to the CSC I got the spring water but the action text wasn't showing
the highlight for where the text should be was there, but no text.
==========
CSC Antarctica : the Patrols did not attempt to defend the ship from a Xenophobe assault.

I Don't understand why the CSC Antarctica Patrols only react to being shot at rather then defending the ship.

Because I was there ( trying to stage a trap for the Xenophobes ) the ares moved in against the fleet without my trying to attract them , resulting in protecting the CSC - intentionally or not.
=======
Taikon research left me with the Cybernetic tower, I did get a ROM to take to Kate....
However :

The (item) function takes a 0-indexed list and returns the entry at the specified index. 0 is the index of the first item in the list and the player is expected to receive exactly one Iocrym Cybernetic Tower. (objGetItems) returns a list of itemstructs and (objRemoveItem) takes a single itemstruct.

The (item) function takes a 0-indexed list and returns the entry at the specified index. 0 is the index of the first item in the list and the player is expected to receive exactly one Iocrym Cybernetic Tower. (objGetItems) returns a list of itemstructs and (objRemoveItem) takes a single itemstruct.

Perhaps you missed what I said there ..
I had the tower after getting the ROM : meaning the code did NOT take the tower as it was built.

I followed this line of .xml back to 1.3 : it is not changed, if it ever worked, it isn't doing it on a regular basis if I found it not working in the 1.8.2

However, I will confess, it is NOT the first time I ever got stuck with the tower - but the station was usually destroyed so I couldn't turn it in anyway.

something is the cause of this code not being reliable.....that is all I am saying.

Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..

Also : past several games ( no Mods...just straight out of the box ) Militia missions are Nil.
stations available for the missions that I am familiar with are in the system, the FIRST game out of the box went fine, now they are simply giving me the Nil on the screen.

Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..

The tabbed buy lists are excellent. Easy to use with good category selection. And thank you for making them moddable.

The Auroch's exhaust looks great. It seems to glow. Nice one (but it could have been like this for ages!)

This is subjective, but I'm seeing a lot of games where the only Korolov Shipping is the Charon station. A minimum of two in the game would be nice.

I have found one instance where there was no spare docking slot at Eridani Sisters of Domina after Fiona's EI7000 docks. I assume she used the player docking port. Easily fixed by firing on one of the other ships so they gate on threat, but new players might not know this.

The disabling of the Loot action if no items are present works well too. Credit to NMS.

And another thanks for the improvements to the debug screen. Much appreciated. Credit to gc.

And jeers to the Black Market station buying limit. Having them buy everything was excellent.

Arco Vaughn mission doesn't come up on the Mission screen.

Are there still station destruction missions available in Rigel? I haven't seen one for a while.

There were at least two undocumented features (not mentioned in the API spec) added in the 1.8 alphas. Firstly, the "healer" points that biotech ships use are hardcoded into the engine. Secondly, interior compartments can now be made into external "sections" that move with the ship.

wouldn't be a good thing to have a ministry ticket for these to describe officially the changes ?